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Author SHA1 Message Date
FranPrin
4819846910 Dunefolk faction rework by various people
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================

*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.

Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625

*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.

Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627

*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0

*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:

Lv2 Naga Bladewhirler
Lv3 Naga Dervish

*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:

Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698

*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.

*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.

*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.

*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.

*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth

It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.

Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar

Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.

Thanks for your time and efforts.
2019-08-11 07:02:58 +11:00
doofus-01
915cdf93b7 some basic animations - forwardporting PR#3896 2019-02-25 10:19:41 +11:00
Wedge009
9bf0e921dd Elvish Archer: pasttime -> pastime
[ci skip]
2019-01-27 17:14:21 +11:00
nemaara
624872963c Update Elvish unit descriptions
Closes #3610
2018-10-24 14:54:54 -05:00
josteph
13b00364e3 units: Add a po comment in Elvish High Lord.
(cherry picked from commit 1f0c466a3d)

(cherry-picked from commit 9072934d45)
2018-10-07 03:25:03 +00:00
Charles Dang
a023c7989e New Elvish Sylph baseframe by Jetrel (@rkettering)
[ci skip]
2018-03-15 12:16:38 +11:00
Charles Dang
419568dad5 Tweaked Elvish Outrider description (closes #2429)
[ci skip]

Original suggestion raised by @catagent101 (see PR above), tweaks by myself and @jostephd.
2018-02-04 11:50:57 +11:00
Severin Glöckner
c338d6788a two cases of cut portraits
[ci skip]
2017-09-07 02:07:44 +02:00
Severin Glöckner
970d7bd72e Adjusted croppings for help pictures in the shaman line:
- Shamans' top part of the hood was cut
 - Sorceress and Enchantress had the same profile with different croppings
 - Show slightly more of the light frame of the Sylph's staff
 - Show more of the Druid
2017-09-06 16:09:24 +02:00
Celtic Minstrel
d1e853bc68 Tweak (mostly reduce) prices of several high-level units
Thanks to The_Gnat for the suggestions:
<https://forums.wesnoth.org/viewtopic.php?p=607792#p607792>
2017-02-11 20:35:41 -05:00
Shiki
41938189e1 un-cut the bow of the female ranger/avenger (#892) 2016-12-03 01:58:21 +02:00
Celtic Minstrel
b295aab4ba Deprecate {MAGENTA_IS_THE_TEAM_COLOR}
The magenta colour is now the default flag_rgb colour if one is not specified.
2016-08-05 00:49:39 -04:00
Charles Dang
b0c485f5d0 Tweak/improve several unit help profiles 2016-03-22 18:28:18 +11:00
Celtic Minstrel
c2e216be5a Tweak some small_profiles 2016-03-21 12:50:04 -04:00
Celtic Minstrel
60a819f17e Remove all non-transparent portrait images
The small_profile key has been used in several cases to approximately preserve the cropping and orientation from the non-transparent portraits. Some of these could be up for review.
2016-03-21 12:50:04 -04:00
Charles Dang
d1e972b318 Remove '/transparent' from remaining unit type profile paths 2016-03-21 13:07:33 +11:00
ln-zookeeper
3fcf414e06 Unified thorns sound timing to -100 2016-01-13 21:17:50 +02:00
ln-zookeeper
f15c7643b9 Unified sword sound timing to -100/-75 (cases of -75 left unchanged) 2016-01-11 16:48:18 +02:00
ln-zookeeper
eb1da88f67 Unified staff sound timing to -125 2015-12-22 17:44:51 +02:00
ln-zookeeper
d8e5410086 Wired in the new staff sounds 2015-12-22 17:34:01 +02:00
Celtic Minstrel
f54d6b5d28 Rewrite leadership ability as a single macro using $other_unit
Note: It's no longer supported to use the macro in a unit with a non-matching level,
for example giving a 2nd-level unit 4th-level leadership.
2015-09-19 02:14:38 -04:00
ln-zookeeper
e4ed29c0ce Removed all uses of the now unnecessary SOUND:SLOW and SOUND:POISON 2015-09-08 12:11:12 +03:00
Charles Dang
72b9f99998 Strip unnecessary (as of 57ad85a17b) scale-based small_profile keys from units 2015-07-18 22:12:18 +11:00
Charles Dang
dc566e46b6 Strip unused [portrait] blocks from unit files 2015-04-19 21:06:22 +11:00
ln-zookeeper
c4ad38a251 Revert failed attempt to fix slow/poison sounds
The fix failed because attacker/defender hits events are fired after the
attack animation has finished, not in the middle of it when the hit
occurs.
2015-04-17 08:47:07 +03:00
Charles Dang
f86bb33593 Removed a commented out obsolete profile= line 2015-01-19 07:08:34 +11:00
Charles Dang
435ee2554e Fixed typo in Elvish Marksman description 2015-01-13 22:15:33 +11:00
ln-zookeeper
6943bc0d6a Removed uses of SOUND:SLOW and SOUND:POISON 2014-12-07 14:28:46 +02:00
aquileia
0e124d56af Elvish Ranger converted to new animation syntax
Using progressive parameters and SOUND:HIT_AND_MISS to shorten the
attack_anim's
2014-02-21 21:47:11 -03:00
David Mikos
971dde985a Animation WML: fix unit/macro WML for sound start time in additional frames without duration 1 work around. 2013-10-08 19:31:31 +10:30
Charles Dang
7454353459 Fixed image path of last frame in Elvish Outrider ranged anim (pointed out by bumbadadabum) 2013-08-14 00:57:48 +11:00
Alexander van Gessel
38b224c1ff Revert "Revert "Merge branch 'master' of github.com:wesnoth/wesnoth-old""
This reverts commit 23b72d6956.
2013-08-09 00:13:46 +02:00
Thibault Févry
23b72d6956 Revert "Merge branch 'master' of github.com:wesnoth/wesnoth-old"
This reverts commit 5fa5c03411, reversing
changes made to 06374c64ba.
2013-08-08 18:50:46 +02:00
Elvish_Hunter
abb709c725 Removed no longer useful ellipse= key from mainline units (elves) 2013-07-21 14:26:30 +02:00
Richard Kettering
e458f40658 New base frames for the elven cavalry units. 2013-06-10 01:03:34 -05:00
Elvish_Hunter
bf6ec6ebff Fixed some missing frames in female Elvish Marksman death animation 2013-05-17 21:18:31 +02:00
David Mikos
d60d4d7c61 Unit animation WML to use SOUND:HIT_AND_MISS macro throughout.
Large simplification and reduction in cache.
2013-03-20 20:01:25 +00:00
Jérémy Rosen
8f67ec7fcc fix a couple of anim bugs introduced by patch 33682 2013-02-17 21:04:47 +00:00
Jérémy Rosen
e1590a4254 apply patch #3682 by Coffee:
make image a progressive parameter+big WML simplification
2013-02-16 18:13:39 +00:00
Jérémy Rosen
0562337892 syntax simplification for sounds in animations 2013-01-30 21:52:46 +00:00
Jérémy Rosen
dc02698fa8 change syntax of square bracket animations, ~ is not used for range 2013-01-30 21:37:44 +00:00
Jérémy Rosen
5662cbcc38 new syntax for animation lines, simplifies mainline WML quite a bit.
patch by Coffee
2013-01-26 22:33:51 +00:00
Dan Gerhards
66aee76cc9 Level 4 AMLA increased to 200 XP, and level 5 to 250. 2011-10-22 10:43:47 +00:00
Lari Nieminen
d0e6576043 Removed undead_variation=archer from core units...
...since there's no such variation.
2011-03-16 12:42:16 +00:00
Guillaume Melquiond
742b794302 Removed small portraits that are just scaled down versions...
...of the transparent ones.

Checked that they are identically rendered by the engine: MSE visual
distortion less than 0.007%.
2010-12-20 22:38:37 +00:00
Eric S. Raymond
0d22cf3d9f Remove small but fatal impediment.... 2010-09-24 00:24:54 +00:00
Eric S. Raymond
f142db534f Remove some unused cruftv that's been hanging around since 1.2. 2010-09-24 00:03:52 +00:00
Steven Panek
d784c34fd2 Applied file #10184 from patch #1926 with modifications. 2010-09-12 04:20:34 +00:00
Eric S. Raymond
8cb06d71d1 Fixes suggested by SpellingMistakes,
...moostly with pofix.py support so as to minimize load on the
translators.
2010-07-13 05:11:23 +00:00
Steven Panek
a73f8e72b5 Converted more apostrophes; ran pofix. 2010-06-23 07:28:46 +00:00